;
;   CIVILIZATION GAME DATA
;   Copyright (c) 1995 by MicroProse Software
;   Modified 1999 by Stefan Hrtel for Scenario "Artaxerxes"
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
4       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
1       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
14      ; Riot factor based on # cities (higher factor lessens the effect)
8       ; Aqueduct needed to exceed this size
10      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
3       ; Communism pays support for all units past this
8       ; Fundamentalism pays support for all units past this
1       ; Communism is equivalent of this palace distance.
50      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
5       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Persian Tech,       4,-2,  no,  no,  0, 0    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Greek Tech,         3,-2,  no,  no,  0, 0    ; Amp
Egyptian Tech,      4, 1,  no,  no,  0, 0    ; Ast
Carthaginian Tech,  4,-1,  no,  no,  0, 0    ; Ato
Automobile,         6,-1,  no,  no,  3, 4    ; Aut
Roman Tech,         4, 1,  no,  no,  0, 0    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 0, 4    ; Bri
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Cuneiform Writing,  5,-1,  no,  no,  0, 3    ; Che
Chivalry,           4,-2,  nil, nil, 0, 2    ; Chi
Code of Laws,       4, 1,  nil, nil, 0, 2    ; CoL
Archery,            5,-1,  War, nil, 0, 0    ; CA 
Combustion,         5,-1,  no,  no,  2, 4    ; Cmb
Communism,          5, 0,  no,  no,  2, 2    ; Cmn
Computers,          4, 1,  no,  no,  3, 4    ; Cmp
Conscription,       7,-1,  no,  no,  2, 0    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
The Corporation,    4, 0,  no,  no,  2, 1    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Democracy,          5, 1,  Phi, no,  0, 2    ; Dem
Economics,          4, 1,  no,  no,  2, 1    ; Eco
Electricity,        4, 0,  no,  no,  2, 4    ; E1 
Electronics,        4, 1,  no,  no,  3, 4    ; E2 
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Environmentalism,   3, 1,  no,  no,  3, 2    ; Env
Espionage,          2,-1,  no,  no,  3, 0    ; Esp
Explosives,         5, 0,  no,  no,  2, 4    ; Exp
Feudalism,          4,-1,  War, Mon, 0, 0    ; Feu
Flight,             4,-1,  no,  no,  2, 4    ; Fli
Fundamentalism,     3,-2,  no,  no,  2, 2    ; Fun
Fusion Power,       3, 0,  no,  no,  3, 3    ; FP 
Genetic Engineering,3, 2,  no,  no,  3, 3    ; Gen
Guerrilla Warfare,  4, 1,  no,  no,  3, 0    ; Gue
Gunpowder,          8,-2,  no,  no,  1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Industrialization,  6, 0,  no,  no,  2, 1    ; Ind
Invention,          6, 0,  no,  no,  1, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
Labor Union,        4,-1,  no,  no,  3, 2    ; Lab
The Laser,          4, 0,  no,  no,  3, 3    ; Las
Leadership,         5,-1,  no,  no,  1, 0    ; Ldr
Literacy,           5, 2,  no,  nil, 0, 3    ; Lit
Machine Tools,      4,-2,  no,  no,  2, 4    ; Too
Magnetism,          4,-1,  no,  no,  1, 3    ; Mag
Map Making,         6,-1,  nil, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP 
Mathematics,        4,-1,  no,  Mas, 0, 3    ; Mat
Medicine,           4, 0,  no,  no,  1, 1    ; Med
Metallurgy,         6,-2,  no,  no,  1, 0    ; Met
Miniaturization,    4, 1,  no,  no,  3, 4    ; Min
Mobile Warfare,     8,-1,  no,  no,  3, 0    ; Mob
Monarchy,           5, 1,  Cer, no,  0, 2    ; Mon
Monotheism,         5, 1,  no,  nil, 0, 2    ; MT 
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  no,  no,  1, 1    ; Nav
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF 
Nuclear Power,      3, 0,  no,  no,  3, 3    ; NP 
Philosophy,         6, 1,  Mys, no,  0, 2    ; Phi
Physics,            4,-1,  no,  no,  1, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
Plumbing,           4, 0,  no,  no,  1, 4    ; Plu
Polytheism,         4, 0,  Cer, nil, 0, 2    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Radio,              5,-1,  no,  no,  3, 4    ; Rad
Railroad,           6, 0,  no,  no,  2, 1    ; RR 
Recycling,          2, 1,  no,  no,  3, 2    ; Rec
Refining,           4, 0,  no,  no,  2, 4    ; Ref
Refrigeration,      3, 1,  no,  no,  3, 1    ; Rfg
The Republic,       5, 1,  no,  Lit, 0, 2    ; Rep
Robotics,           5,-2,  no,  no,  3, 0    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  no,  no,  2, 1    ; San
Seafaring,          4, 1,  nil, nil, 0, 1    ; Sea
Space Flight,       4, 1,  no,  no,  3, 3    ; SFl
Stealth,            3,-2,  no,  no,  3, 0    ; Sth
Steam Engine,       4,-1,  no,  no,  2, 3    ; SE 
Steel,              4,-1,  no,  no,  2, 4    ; Stl
Superconductor,     4, 1,  no,  no,  3, 3    ; Sup
Tactics,            6,-1,  no,  no,  2, 0    ; Tac
Theology,           3, 2,  no,  no,  1, 2    ; The
Theory of Gravity,  4, 0,  no,  no,  1, 3    ; ToG
Trade,              4, 2,  Cur, no,  0, 1    ; Tra
Academics,          5, 1,  Lit, Phi, 0, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  no,  nil, 0, 3    ; Wri
Future Technology,  1, 0,  no,  no,  3, 3    ; FT 
Drama,              3, 0,  no,  nil, 0, 2    ; U1 
User Def Tech B,    3, 0,  no,  no,  0, 0    ; U2 
User Def Tech C,    3, 0,  no,  no,  0, 0    ; U3 
Extra Advance 1,    3, 0,  no,  no,  0, 0    ; X1 
Extra Advance 2,    3, 0,  no,  no,  0, 0    ; X2 
Extra Advance 3,    3, 0,  no,  no,  0, 0    ; X3 
Extra Advance 4,    3, 0,  no,  no,  0, 0    ; X4 
Extra Advance 5,    3, 0,  no,  no,  0, 0    ; X5 
Extra Advance 6,    3, 0,  no,  no,  0, 0    ; X6 
Extra Advance 7,    3, 0,  no,  no,  0, 0    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Palace,                   10, 0,    Mas,
Barracks,                  4, 1,    nil,
Granary,                   6, 1,    Pot,
Shrine,                    4, 1,    Cer,
MarketPlace,               8, 1,    Cur,
Library,                   8, 1,    no, 
Courthouse,                8, 1,    CoL,
City Walls,                8, 0,    Mas,
Aqueduct,                  8, 2,    Cst,
Bank,                     12, 3,    no, 
Temple,                    5, 3,    nil,
Academy,                   7, 3,    Uni,
Mass Transit,             16, 4,    no, 
Theater,                  10, 4,    no, 
Weavery,                  20, 4,    no, 
Manufacturing Plant,      32, 6,    no, 
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    no, 
Hydro Plant,              24, 4,    no, 
Nuclear Plant,            16, 2,    no, 
Stock Exchange,           16, 4,    no, 
Qanat,                    12, 2,    AFl,
Farms,                     8, 3,    nil,
Superhighways,            20, 5,    no, 
Research Lab,             16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Coastal Walls,             8, 1,    Sea,
Solar Plant,              32, 4,    no, 
Harbor,                    6, 1,    Sea,
Fishing Port,             16, 3,    no, 
Airport,                  16, 3,    no, 
Satrapy Capital,           6, 2,    no, 
Port Facility,             8, 3,    no, 
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
(Tribute),                60, 0,    no, 
Pyramids,                 20, 0,    Mas,
Hanging Gardens,          20, 0,    Pot,
Trade Harbor,             20, 0,    nil,
Bisotun inscription,      20, 0,    nil,
Apadana,                  30, 0,    nil,
Oracle,                   30, 0,    Mys,
Wall of Persepolis,       30, 0,    nil,
Dionysios' War Academy,   30, 0,    nil,
Fertile Farmlands,        30, 0,    nil,
Median Embassy,           20, 0,    nil,
Ishtar Gate,              40, 0,    nil,
Ancient Wisdom,           30, 0,    nil,
Hanno's Voyage,           40, 0,    nil,
Hammurabi's Laws,         30, 0,    nil,
Treasure House,           40, 0,    nil,
Temple of Amon,           40, 0,    nil,
Great Sphinx,             40, 0,    nil,
Homeric Tales,            40, 0,    nil,
Gordian Knot,             40, 0,    nil,
Naqsh-i Rustam,           40, 0,    nil,
The Satrapies,            30, 0,    nil,
Acropolis,                60, 0,    nil,
Silk Route,               60, 0,    nil,
Phoenecian Colonies,      60, 0,    nil,
Tomb of Cyrus,            60, 0,    nil,
Temple of Artemis,        60, 0,    nil,
Greek Colonies,           60, 0,    nil,
Theater of Epidauros,     60, 0,    nil,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
RR,         ; Hanging Gardens
nil,        ; Trade Harbor
Alp,        ; Bisotun inscription
Alp,        ; Apadana
The,        ; Oracle
nil,        ; Wall of Persepolis
nil,        ; Dionysios' War Academy
nil,        ; Fertile Farmlands
nil,        ; Median Embassy
nil,        ; Ishtar Gate
nil,        ; Ancient Wisdom
nil,        ; Hanno's Voyage
nil,        ; Hammurabi's Laws
Alp,        ; Treasure House
nil,        ; Temple of Amon
nil,        ; Great Sphinx
Alp,        ; Homeric Tales
Alp,        ; Gordian Knot
Alp,        ; Naqsh-i Rustam
nil,        ; The Satrapies
nil,        ; Acropolis
Alp,        ; Silk Route
Alp,        ; Phoenecian Colonies
Alp,        ; Tomb of Cyrus
Alp,        ; Temple of Artemis
Alp,        ; Greek Colonies
nil,        ; Theater of Epidauros


;
;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Slaves,       AFl, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Persian Slaves,nil, 0,  2.,0,  0a,2d,  2h,1f,  4,0,  5, AFl, 000000000000000
Persian Def., nil, 0,  0.,0,  0a,7d,  2h,1f,  7,0,  1, AFl, 000000000000000
Greek Defense,nil, 0,  0.,0,  0a,6d,  2h,1f,  6,0,  1, Amp, 000010000000000
Egyptians,    Amp, 0,  2.,0,  6a,8d,  3h,1f,  3,0,  1, no, 000000000000000
Carthag. Def.,nil, 0,  0.,0,  0a,5d,  1h,1f,  4,0,  1, Ato, 000000000000000
Roman Defense,nil, 0,  0.,0,  0a,5d,  1h,1f,  2,0,  1, Ban, 000000000000000
Pers. Warrior,nil, 0,  2.,0,  6a,3d,  2h,1f,  3,0,  3, AFl, 000000000000000
Akines fighters,nil, 0,  2.,0,  4a,5d,  2h,1f,  3,0,  1, AFl, 000000000000000
Peasants,     nil, 0,  1.,0,  3a,2d,  2h,1f,  5,0,  0, no,  000000000000000
Greek Warrior,nil, 0,  2.,0,  5a,4d,  2h,1f,  5,0,  3, Amp, 000000000000000
Illyrians,    Amp, 0,  1.,0,  4a,6d,  1h,1f,  4,0,  1, no, 000000000000000
Roman Warrior,nil, 0,  1.,0,  4a,3d,  2h,1f,  6,0,  0, Ban, 000000000000000
Carth. Warrior,nil, 0,  1.,0,  5a,4d,  2h,1f,  6,0,  0, Ato, 000000000000000
Archers,      AFl, 0,  3.,0,  5a,6d,  3h,1f,  5,0,  1, CA,  000000000000000
Horsemen,     AFl, 0,  2.,0,  4a,2d,  1h,1f,  2,0,  0, Hor, 000000000000000
Chariot,      AFl, 0,  2.,0,  6a,4d,  1h,1f,  3,0,  0, Whe, 000000000000000
Elephant,     nil, 0,  2.,0,  5a,4d,  3h,1f,  4,0,  3, AFl, 000000000000000
Pers. Chariot,nil, 0,  2.,0,  7a,4d,  1h,1f,  4,0,  3, AFl, 000000000000000
Hoplite,      nil, 0,  2.,0,  7a,4d,  1h,1f,  4,0,  3, Amp, 000000000000000
Phalanx,      nil, 0,  2.,0,  4a,4d,  1h,1f,  5,0,  0, Amp, 000000000000000
Pers. Archers,nil, 0,  2.,0,  6a,3d,  2h,1f,  6,0,  1, AFl, 000000000000000
P Cavalry,    nil, 0,  3.,0,  8a,5d,  3h,1f,  8,0,  0, AFl, 000000000000000
Catapult,     nil, 0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, War, 000000001000000
Arabs,        Amp, 0,  1.,0,  3a,9d,  3h,1f,  4,0,  1, no, 000000000000000
C Cavalry,    nil, 0,  3.,0,  5a,2d,  2h,2f,  5,0,  0, Ato, 000000000000000
G Cavalry,    nil, 0,  3.,0,  4a,2d,  3h,2f,  7,0,  0, Amp, 000000000000000
Pyramids,     nil, 0,  0.,1,  0a,5d,  2h,2f,  6,0,  1, no,  000000000000000
Phoenecians,  nil, 0,  1.,2,  1a,6d,  2h,2f, 12,0,  1, no,  000000000000000
Immortals,    nil, 0,  2.,0, 10a,10d, 2h,2f,  2,0,  0, no,  000111001000111
Scythian Archers,nil, 0,  2.,0,  5a,4d,  1h,1f,  8,0,  0, no,  000000000000000
S. Horse Archers,nil, 0,  3.,0,  9a,5d,  1h,2f, 16,0,  0, no,  000001000000000
Trireme,      nil, 2,  5.,0,  6a,4d,  2h,2f,  4,0,  2, Amp, 000000000100000
War Galley,   nil, 2,  5.,0,  6a,4d,  2h,2f,  4,0,  2, AFl, 000000000100000
Carth. Galley,nil, 2,  6.,0,  6a,4d,  2h,1f,  4,0,  2, Ato, 000000000000000
Egypt. Galley,Amp, 2,  4.,0,  4a,2d,  1h,1f,  5,0,  2, Ast, 000000000100000
Transport,    Ato, 2,  5.,0,  0a,2d,  1h,1f,  4,3,  4, Map, 000000000000000
Hvy Transport,nil, 2,  6.,0,  0a,3d,  1h,1f,  4,6,  2, Ato, 100000000000001
Horse Archer, nil, 0,  3.,0,  6a,3d,  1h,2f,  2,0,  3, AFl, 000001000000000
Medians,      nil, 0,  1.,0,  3a,4d,  1h,1f,  3,0,  1, no,  000010000000000
Thracians,    nil, 0,  1.,0,  4a,1d,  1h,1f,  3,0,  0, no,  000000001000000
Bactrians,    nil, 0,  2.,0,  3a,2d,  1h,1f,  6,0,  0, no,  000000000000010
Parthians,    nil, 0,  3.,0,  3a,1d,  1h,1f,  3,0,  0, no,  000001000000000
Elamites,     nil, 0,  1.,0,  1a,3d,  2h,1f,  3,0,  0, no,  000000000000000
Tower,        nil, 0,  0.,1,  0a,10d, 6h,1f, 80,0,  1, no,  000000000000001
Macedonians,  nil, 0,  2.,1,  4a,2d,  1h,1f,  3,0,  0, no,  000001000000010
Diplomat,     AFl, 0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Wri, 000000000000010
Pers. Diplomat,nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, AFl, 000000000000011
Tradesmen,    Ato, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Tra, 000000000000010
Caravan,      nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Ato, 000000000000010
Scout,        nil, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, Sea, 000001000000010
Greek Trader, nil, 0,  2.,0,  0a,1d,  1h,1f,  5,0,  7, Amp, 000000000000010
Tower,        nil, 0,  0.,0,  0a,10d, 6h,1f, 80,1,  1, no,  000000000000001
Impassable,   nil, 0,  0.,0,  0a,50d, 5h,2f, 80,0,  1, no,  000000000000000
Camel,        nil, 0,  0.,0,  0a,1d,  1h,1f,  4,0,  1, no,  000000000000000
Camel riders, nil, 0,  3.,0,  3a,4d,  1h,1f,  4,0,  0, no,  000001000000000
Satrap,       nil, 0,  0.,0,  0a,3d,  2h,1f,  4,0,  5, no,  000000000000000
Camp,         nil, 0,  0.,0,  0a,4d,  2h,1f,  4,0,  1, no,  000000000000000
Elephant Herd,nil, 0,  1.,0,  0a,1d,  1h,1f,  4,0,  1, no,  000000000000000
War Elephant, nil, 0,  2.,0,  6a,3d,  3h,1f,  80,0, 0, no,  000000000000000
Indians,      nil, 0,  1.,0,  2a,8d,  2h,1f,  10,0, 1, no,  000000000000000
Aethiopians,  nil, 0,  1.,0,  3a,7d,  1h,1f,  4,0,  1, no,  000000000000000

;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  Pln,   ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  Grs,   ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  Hil,   ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  Grs,   ; For
Hills,      2,4,  3,1,0,   yes, 1,10, 0,   yes, 3,10,  1,  Pln,   ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  Hil,   ; Mou
Fertile Land,2,2,  4,3,4,   yes, 2, 2, 0,   no,  0, 0,  0,  Drt,   ; Tun
Dune,       2,2,  0,0,0,   no,  0, 0, 0,   no,  0, 0,  0,  Tun,   ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Swa
Grassland,  2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  Pln,   ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Sheep,      1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Pheasant,   2,3,  3,2,0,
Wine,       2,4,  1,0,4,
Gold,       3,6,  0,1,6,
Deer,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Wheat,      1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Silk,       2,3,  1,2,3,
Wine,       2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Spice,      2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Tyrannis,       Tyrant,      Tyrant
Monarchy,       King,        Queen
Democracy,      Strategoi,   Strategoi
Orient Despoty, Great King,  Great Queen
Republic,       Consul,      Consul
Republic,       Consul,      Consul

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Caesar,       Livia,               0, 1, 3, Romans,      Roman,       0,  1,  1,     1, Dictator, Dictator, 2, Imperator, Imperatrix
Hammurabi,    Ishtari,             0, 2, 1, Babylonians, Babylonian, -1, -1,  1,
Frederick II, Maria Theresa,       0, 3, 3, Germans,     German,      1, -1,  1,     4, Archbishop, Archbishop, 6, Chancellor, Chancellor
Ramesses,     Cleopatra,           1, 4, 0, Egyptians,   Egyptian,    0,  0,  1,     1, Pharaoh, Pharaoh, 2, Great Pharaoh, Great Pharaoh
Abe Lincoln,  E. Roosevelt,        0, 5, 1, Americans,   American,   -1,  0,  1,     4, Reverend, Reverend, 5, Speaker, Speaker
Alexander,    Hippolyta,           1, 6, 1, Greeks,      Greek,       0,  1, -1,
Mohandas Gandhi,Indira Gandhi,       0, 7, 3, Indians,     Indian,     -1, -1,  0,     2, Maharaja, Maharaja,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,     2, Czar, Czarina, 4, Patriarch, Matriarch
Shaka,        Shakala,             0, 2, 0, Bantus,      Bantu,       1,  0,  0,
Louis XVI,    Joan of Arc,         0, 7, 1, French,      French,      1,  1,  1,     4, Archbishop, Archbishop, 6, Premier, Premier
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,     3, Chairman, Chairperson
Henry VII,    Elizabeth I,         0, 2, 3, English,     English,     0,  1,  0,     4, Lord Protector, Lady Protector, 6, Prime Minister, Prime Minister
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Pakal,        Saek-K'uk',          1, 1, 0, Mayas,       Maya,       -1,  1,  0,     4, Druid, Druid
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,     2, Shogun, Shogun, 6, Prime Minister, Prime Minister
Canute,       Gunnhild,            1, 5, 3, Vikings,     Viking,      1,  1,  0,     1, Warlord, Warlord
Philip II,    Isabella,            0, 4, 3, Spanish,     Spanish,    -1,  1, -1,     4, Emperor, Empress
Darius I,     Atossa,              0, 5, 0, Persians,    Persian,     0, -1,  0,
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Atawallpa,    Cusi Chimpu,         0, 7, 0, Sioux,       Sioux,       0,  0,  0,     1, Chief, Chief, 2, Great Chief, Great Chief

Saladin,    ...,     0, 5, Arabs,       Arab,        1,  0,  1,     4, Ayatollah, Ayatollah, 2, Sultan, Sultana
Atawallpa,  ...,     0, 1, Incas,       Inca,       -1,  1,  1,



;
;   Trading Commodities
;
@CARAVAN
Silk,
Wool,
Beads,
Cloth,
Salt,
Wine,
Copper,
Dye,
Wine,
Hides,
Silver,
Spice,
Gems,
Gold,
Oil,
Uranium,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Wine Yard,    m
Transform,          O
Clean Pollution,    p
Build Wineyard,     E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













